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Psychic Arsenal
   
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Mod, 1.3
File Size
Posted
2.865 MB
17 Aug, 2021 @ 2:14pm
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Psychic Arsenal

Description
This mod features 9 weapons and items only usable by pawns with certain psycasts. Most of the additions have non-standard functionality, and work to hopefully make psychic pawns feel slightly more special.


Additions:
1) Right Hand Ruler - a very low tech coil gun, with equally low specs
2) Megaphone - a voice amplifier that allows psychic pawns to explosively propel their voice
3) Solarfaust - an easily craft-able but less effective single use rocket
4) Mental Relocater - a single use craft-able item capable of greatly boosting a pawns capabilities at the price of incapacitating the user
5) Voice Caster - a weapon that does no damage but can bring about an array of effects depending on the target
6) Skip Bow - a crossbow with great range and accuracy that actively ignores most obstacles in its path (still requires LOS)
7) Siren's Call - a craft-able super weapon capable of calling down several ship chunks from the sky. The chunks are slightly more explosive than normal ones, but yield significantly less resources.
8) Lightning Launcher - a weapon that launches chain lightning that will bounce from target to target. Does not differentiate between allies, and will ignore shield belts.
9) Reverse Shield - a weapon that fires a skip gate exit that will continually spew ordinance along its flight path. Does not differentiate between allies, and tends to leave a trail of fire in its wake.


All of the additions are only usable by your colony's pawns due to the restrictions, which can all be found in the in-game item descriptions. Some of the more advanced weapons have a neural heat cost associated with them, which can also be found in the item descriptions.

Compatibility:
Combat Extended - Not currently compatible, and I don't have plans of changing that right now.
Simple Sidearms - Compatible, but the equip requirements are ignored when equipping the weapons as a sidearm. This can be manually avoided, or configured in the SS mod options. Alternatively pocket sand works as well.
Run and Gun - Patched so that by default weapons that generate neural heat will not be used with Run and Gun.

Non-Steam Version : https://github.com/micah-pp/PsychicArsenal

6 Comments
Thundercraft 14 Mar @ 11:05pm 
Are there plans to update for 1.4...
or for RimWorld 1.5?
Potpourri  [author] 19 Mar, 2022 @ 8:04pm 
Last two are in the same pool as exotic goods. So obtainable through quests, ancient dangers, and some traders.
erkiha 18 Mar, 2022 @ 7:47am 
how do you get the last two weapons they aren't appearing under any research
Potpourri  [author] 28 Jan, 2022 @ 11:35pm 
No I made it so only your colonists should have access to the weapons. Creating units that use the weapons that do not have neural heat gain might be something I'll look into, no promises right now though. Giving ai units the weapons that have neural heat gain seems like a larger task than I'm willing to take on, and I worry might cause a lot of problems if implemented.
GwenBlanketSpecter 28 Jan, 2022 @ 9:42am 
I love the idea of this mod. Do empire faction members spawn with these?
Roque the Rogue 13 Nov, 2021 @ 7:23am 
This mod never received the attention it deserves as a proper hidden gem, these all seem like Wondertainment scps and they're so cool, despite the lack of context images of the items ingame, they are really well done, I was impressed by the quality.
There are plenty of room for expansion though, it kinda works with Infusion 2 which adds more benefits to already weird weapons, a patch to add more inclusive mutations with infusion, plus something to add a bridge for the many psychic mods and the upcoming VFE Ancients would be awesome if you're willing.
Thank you for your hard work.